I am with those, who prefer Origin's approach to companions and relationship development.
Each one of DA2's companions was excellently designed and very well written, I can appreciate that from an external perspective. But as a player, I felt a lot less connected to them. In previous games with a party (Origins, Baldur's Gate, Neverwinter Nights II), I would always sit stunned when watching the epilogue, fighting back tears (a losing battle), because I was so sad that my time with those wonderful NPCs had come to an end. In DA2 it was more like: "Ok, so that's that. I'm going to wash the dishes now." Of course, this probably has something to do with the fact, that there simply are no epilogue slides, but still, I didn't experience that feeling of loss that I'm used to from other games. It also happened ingame: for example deciding Anders' fate was a lot easier, than deciding Alistair's at the Landsmeet.
To me DA2's companions felt more like associates or simply people with (occasionally) aligned interests, not like friends or comrades.
Most points have been adressed in the thread, I don't want to repeat things others have already said. I do have a few points though that - I think - haven't come up yet.
1. Freedom of choice
DA2 took away a lot of freedom from the player, for example the freedom to choose your character (race, backstory, etc.) or the freedom to pursue the mainquest in whichever way the player wanted to (contrary to Origins, where you could choose between going to Redcliff, Orzammar, etc.). I don't like it, but I do understand why it was done in this particular game and anyway, those are not relevant in regards to this thread.
But it also took away a lot of the player's freedom when it comes to developing relationships with the companions. And that, in my opnion, is not justified simply by the fact that DA2 is the kind of game it is (framed narrative, etc.).
Sure, giving the player that kind of freedom also means they are free to abuse it, for example by burning through most of the dialogue at the beginning - and then complaining either about all the boring walls of text or about the fact, that the companions don't have anything to say for the rest of the game.
On the other hand this freedom gives us fantastic opportunities for roleplaying. For example my Dalish Warden: She asked Zevran if he enjoyed being an assassin at night in camp, when she was very troubled because she had just killed the Connor-Abomination. She took him alone to the Brecilian Forest to present him with the Dalish gloves. Their romance started in the Deep Roads, because she was so freaked out by being underground and all, that she finally let her guard down towards him. I could go on and on, but I guess I've made my point. Being able to initiate those conversations wherever I wanted, made the game so much more enjoyable to me.
In DA2 the relationships (both romantic and otherwise) develop as if on rails. To a lesser extent, this was already the case in Awakening and now in DA2 even more so. In my opinion this approach is very much inferior.
2. The party camp or lack thereof
While I am aware that some might not agree with me and while I am also aware that it simply didn't make sense having a camp in DA2, I miss having one. Not only, because I thoroughly enjoyed seeing everyone gathered in one place and have a chat with some of them, but also, because the camp served another purpose as a game mechanic: Even though you only ever had three people with you in the party, they were all there in the camp at night. This gave the impression, that your whole group travels with you, all the time, wherever you go. They were "your people". I think this is also an important factor when connecting with the companions.
Initially I liked the idea of every companion having their own place in DA2 very much. But now that I've experienced it, I thinks it's a bit problematic. The camp made me bond with my companions, even if I didn't talk to everyone every time. Just seeing Sten watching stoically, Morrigan doing her thing a little way away, Zevran standing near the fire, because it's just so frickin cold in Ferelden, and so on. DA2 lacks a gathering point for the whole group. The Hanged Man would have been an obvious choice, but the only ones you meet there are Varric and Isabela, because it's where they live.
3. The middle ground
In my opinion, Sten is a very good example for reaching this elusive and promising place: the middle ground.
He does offer a limited variety of topics to talk about, but to really get to know him, you have to take him with you, because some of his topics only unlock if he makes a comment during travelling (for example you have to bring him to the Circle Tower to be able to learn about qunari mages and his views on the matter). In later conversations you can follow up on those unlocked topics, three times per topic, if I remember correctly.
This way, you prevent players from burning through the dialogue in the first hours, but you still allow them to talk about it when and where they want.
Modifié par Allerleihrau, 15 mars 2011 - 02:17 .